- MBF21: handling of new flags in sector special.
This commit is contained in:
parent
256451115b
commit
057cc0678b
7 changed files with 78 additions and 22 deletions
|
|
@ -4097,12 +4097,20 @@ void AActor::Tick ()
|
|||
}
|
||||
if (!CheckNoDelay())
|
||||
return; // freed itself
|
||||
// cycle through states, calling action functions at transitions
|
||||
|
||||
UpdateRenderSectorList();
|
||||
|
||||
if (Sector->Flags & SECF_KILLMONSTERS && Z() == floorz &&
|
||||
player == nullptr && (flags & MF_SHOOTABLE) && !(flags & MF_FLOAT))
|
||||
{
|
||||
P_DamageMobj(this, nullptr, nullptr, TELEFRAG_DAMAGE, NAME_InstantDeath);
|
||||
// must have been removed
|
||||
if (ObjectFlags & OF_EuthanizeMe) return;
|
||||
}
|
||||
|
||||
if (tics != -1)
|
||||
{
|
||||
// cycle through states, calling action functions at transitions
|
||||
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
|
||||
// of 0 tics work as expected.
|
||||
if (--tics <= 0)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue